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Weapon Fire Executor

Type: Exec (In → Out)
Category: PLAYER

Controls fire rate and fire mode. Publishes weapon_fired = True on the exact frame a valid shot is produced. It is the authoritative source of the fire event — all downstream nodes (damage, FX, animation, recoil) must read weapon_fired.

Must be placed after Weapon State Publisher and before damage nodes.

Properties

Property Type Default Description
Mode Enum Semi-Auto Fire mode
Fire Rate Float (0.1–100) 10.0 Rounds per second (Auto and Burst)
Burst Count Int (2–20) 3 Rounds per burst (Burst mode only)

Fire modes

Mode Behavior
Semi-Auto One shot per press. Ignores held button.
Auto Continuous fire while button is held and cooldown allows.
Burst Fires Burst Count rounds per press at the configured rate.

Sockets

Socket Direction Type
In Input Exec
Out Output Exec

Published variables (weapon_*)

Variable Type Description
weapon_fired bool True only on the frame a shot is produced
weapon_fire_mode string Active mode: "SEMI" / "AUTO" / "BURST"
weapon_fire_cooldown float Remaining cooldown time (seconds)
weapon_trigger_held bool True while the trigger is active
weapon_burst_remaining int Rounds remaining in the current burst
weapon_is_reloading bool Read from Weapon Reload — blocks firing

Fire conditions

For weapon_fired = True all of the following conditions must be met simultaneously:

  1. weapon_can_fire = True (published by Weapon State Publisher)
  2. weapon_is_reloading = False (published by Weapon Reload)
  3. Cooldown <= 0
  4. Trigger active according to the mode

Weapon Balancer integration

The effective cooldown is divided by wb_fire_rate (published by Weapon Balancer). If Weapon Balancer is not present, the divisor is 1.0 (no effect).

Graph position

[Weapon State Publisher] → [Weapon Reload] → [Weapon Fire Executor] → [Weapon Spread] → [Hit Scan Weapon / Weapon Projectile]
                                                                                ↓
                                                                         [Weapon Recoil]
                                                                         [Weapon Animation]